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GAS - Coggle Diagram
GAS
Gameplay Effects
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3 types: Instant, Duration, Infinite
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Gameplay Effect Spec
They hold a reference to the GameplayEffect class that they represent, what level it was created at, and who created it.
These can be freely created and modified at runtime before application unlike GameplayEffects which should be created by designers prior to runtime.
When applying a GameplayEffect, a GameplayEffectSpec is created from the GameplayEffect and that is actually what is applied to the Target.
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FActiveGameplayEffect
When GameplayEffectSpecs are successfully applied, they return a new struct called FActiveGameplayEffect
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Gameplay Tags
Gameplay Tags
Parent, Child, Grand Child hierarchy
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Can be used to identify things like Inputs, Abilities, Attributes, Damage Types, Buffs/Debuffs, Messages, Data, Anything you want
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Get All Asset Tags
Asset Tags in GAS are GameplayTags that are defined in a GameplayEffect asset and travel along with that effect when it's applied.
These tags are just descriptive, but super useful for filtering, reacting, UI triggers, etc.
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Gameplay Asset Tags
Passed along with a GE effect, it does not give that tag to the actor
Ability System Component
Every actor that wants to be apart of GAS(Use GA, Attributes, GE) must have an ASC attached to them
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Both, the OwnerActor and the AvatarActor if different Actors, should implement the IAbilitySystemInterface
ASC holds its current active GameplayEffects in FActiveGameplayEffectsContainer ActiveGameplayEffects.
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ASCs are typically constructed in the OwnerActor's constructor and explicitly marked replicated. This must be done in C++.
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GameplayAbilities
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Examples:Jumping,Sprinting,Collecting a resource, opening a door, shooting a gun
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